Optional power grid requirement for ammo-turret entities

Things that we aren't going to implement
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wodzu93
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Optional power grid requirement for ammo-turret entities

Post by wodzu93 »

TL;DR
Make ammo-turret entities use and require electric power grid if LuaEntityPrototype.energy_source is not nil.
What ?
Currently ammo-turret type entities completely ignore electric grid information. I tried to make turrets that take ammo AND require electric energy as well,
but ammo-turret entities ignore energy_source entry and electric-turret entities cannot be fed with ammo even if ammo_category is not set to electric.

Since code for this is already in the game (Laser Turrets), this should be very easy to implement.
For example:

Code: Select all

   type = "ammo-turret",
	name = "w93-rocket-turret2",

        ...

   energy_usage = "300kW",
	energy_source =
	{
		type = "electric",
		drain = "50kW",
		usage_priority = "secondary-input"
	},

        ...

	attack_parameters =
	{
		type = "projectile",
		ammo_category = "rocket",

      ...
This turret would fire rockets, while requiring power grid, with 50kW of passive drain and 300kW of active drain (constant drain while turret is not passive, ex. fires or rotates).
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ownlyme
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Re: Optional power grid requirement for ammo-turret entities

Post by ownlyme »

you could periodically check if the rotation is not north/east/west/south or shooting target is not nil, and when there is not enough energy you set the turret to active = false, though this would probably be a total ups nightmare..
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Rseding91
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Re: Optional power grid requirement for ammo-turret entities

Post by Rseding91 »

This isn't going to happen. Electric turrets are what you need to use if you want to consume power and use a turret.
If you want to get ahold of me I'm almost always on Discord.
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